Unity3D架构系列之- FSM有限状态机设计一
我们在游戏开发中经常面临架构设计问题,在蛮牛问答里面也有好多朋友问关于架构方面的问题,在这里我就将一些经常使用的游戏开发方面的知识跟大家介绍 一下, 一是给大家提供一个设计思路,在此基础上可以举一反三,二是大家可以通过这个平台共同学习。闲话不多说了,切入正题,FSM有限状态机,在游戏开发中如何使用?那些模块的设计需要它?接下来我们就分析一下游戏:
比如我们的玩家自身的状态切换,Idle,walk,attack等等,这些都属于状态的切换,可以用有限状态机;还有比如玩家去完任务:领取任务,杀怪,交易,交接任务;还有界面逻辑比如登录,进入场景,退出等等,在游戏中状态切换还是很多的,以上我说的都可以使用有限状态机。既然这么多地方可以使用,那么我们如何去设计有限状态机?
下面我们先设计我们的FSM有限状态机类图,如下所示:
在这里我的优先状态机,共五个类文件组成。下面就给大家一一说明:
第一个是IState类,这个类是抽象的,主要是实现有限状态机的接口,书写如下:
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[/p][p=26,
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, left][font=微软雅黑][size=3][color=#696969]
using
UnityEngine;
using
System.Collections;
public
interface
IState {
void
OnEnter(
string
prevState);
void
OnExit(
string
nextState);
void
OnUpdate();
}[/color][/size][/font][/p][p=26,
null
, left][font=微软雅黑][size=3][color=#696969]
|
这个抽象类一共只有三个接口,一个是进入状态,停止状态,更新状态。
第二个类我会在系列二中给大家介绍。
时间有点晚了,就先到这里吧。
Unity3D架构系列之- FSM有限状态机设计二
在设计一中,我们把IState类设计了一下,接下来,我们写一下FiniteStateMachine这个类,这个类主要的作用就是对于外界调用,这个类是独立封装的,不继承Mono。这个类的功能是提供一个栈,用于存放FSState,还有通过Update进行状态的切换,以及对栈的管理,Pop和Push操作以及状态的注册。最重要的一点是声明了三个委托函数代码如下:
public delegate void EnterState(string stateName);
public delegate void PushState(string stateName, string lastStateName);
public delegate void PopState();
主要是用于状态之间的切换。定义了Dictionary和Stack,前者用于State注册,后者是状态切换。代码如下:
protected Dictionary<string, FSState> mStates;
protected Stack<FSState> mStateStack;
对应的相关处理函数如下:
public void Register(string stateName, IState stateObject) {
if (mStates.Count == 0)
mEntryPoint = stateName;
mStates.Add(stateName, new FSState(stateObject, this, stateName, Enter, Push, Pop));
}
用于状态机的注册,对Stack的操作是如下两个函数,一个是Pop,一个是Push函数。代码如下:
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public
void
Push(
string
newState) {
string
lastName =
null
;
if
(mStateStack.Count > 1) {
lastName = mStateStack.Peek().StateName;
}
Push(newState, lastName);
}
protected
void
Push(
string
stateName,
string
lastStateName) {
mStateStack.Push(mStates[stateName]);
mStateStack.Peek().StateObject.OnEnter(lastStateName);
}
public
void
Pop() {
Pop(
null
);
}
protected
string
Pop(
string
newName) {
FSState lastState = mStateStack.Peek();
string
newState =
null
;
if
(newName ==
null
&& mStateStack.Count > 1) {
int
index = 0;
foreach
(FSState item
in
mStateStack) {
if
(index++ == mStateStack.Count - 2) {
newState = item.StateName;
}
}
}
else
{
newState = newName;
}
string
lastStateName =
null
;
if
(lastState !=
null
) {
lastStateName = lastState.StateName;
lastState.StateObject.OnExit(newState);
}
mStateStack.Pop();
return
lastStateName;
}
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下面增加了状态触发消息事件,代码如下:
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public
void
Trigger(
string
eventName) {
CurrentState.Trigger(eventName);
}
public
void
Trigger(
string
eventName,
object
param1) {
CurrentState.Trigger(eventName, param1);
}
public
void
Trigger(
string
eventName,
object
param1,
object
param2) {
CurrentState.Trigger(eventName, param1, param2);
}
public
void
Trigger(
string
eventName,
object
param1,
object
param2,
object
param3) {
CurrentState.Trigger(eventName, param1, param2, param3);
}[/p][p=26,
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FiniteStateMachine核心的功能给大家介绍完了,下面奉上整个类的代码:
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<font face=
"微软雅黑"
><font size=
"3"
><font color=
"black"
>[/color][/size][/font][/p][p=26,
null
, left][font=微软雅黑][size=3][color=black]
using
UnityEngine;
using
System.Collections;
using
System.Collections.Generic;
public
class
FiniteStateMachine {
public
delegate
void
EnterState(
string
stateName);
public
delegate
void
PushState(
string
stateName,
string
lastStateName);
public
delegate
void
PopState();
protected
Dictionary<
string
, FSState> mStates;
protected
string
mEntryPoint;
protected
Stack<FSState> mStateStack;
public
FiniteStateMachine() {
mStates =
new
Dictionary<
string
, FSState>();
mStateStack =
new
Stack<FSState>();
mEntryPoint =
null
;
}
public
void
Update() {
if
(CurrentState ==
null
) {
mStateStack.Push(mStates[mEntryPoint]);
CurrentState.StateObject.OnEnter(
null
);
}
CurrentState.StateObject.OnUpdate();
}
public
void
Register(
string
stateName, IState stateObject) {
if
(mStates.Count == 0)
mEntryPoint = stateName;
mStates.Add(stateName,
new
FSState(stateObject,
this
, stateName, Enter, Push, Pop));
}
public
FSState State(
string
stateName) {
return
mStates[stateName];
}
public
void
EntryPoint(
string
startName) {
mEntryPoint = startName;
}
public
FSState CurrentState {
get
{
if
(mStateStack.Count == 0)
return
null
;
return
mStateStack.Peek();
}
}
public
void
Enter(
string
stateName) {
Push(stateName, Pop(stateName));
}
public
void
Push(
string
newState) {
string
lastName =
null
;
if
(mStateStack.Count > 1) {
lastName = mStateStack.Peek().StateName;
}
Push(newState, lastName);
}
protected
void
Push(
string
stateName,
string
lastStateName) {
mStateStack.Push(mStates[stateName]);
mStateStack.Peek().StateObject.OnEnter(lastStateName);
}
public
void
Pop() {
Pop(
null
);
}
protected
string
Pop(
string
newName) {
FSState lastState = mStateStack.Peek();
string
newState =
null
;
if
(newName ==
null
&& mStateStack.Count > 1) {
int
index = 0;
foreach
(FSState item
in
mStateStack) {
if
(index++ == mStateStack.Count - 2) {
newState = item.StateName;
}
}
}
else
{
newState = newName;
}
string
lastStateName =
null
;
if
(lastState !=
null
) {
lastStateName = lastState.StateName;
lastState.StateObject.OnExit(newState);
}
mStateStack.Pop();
return
lastStateName;
}
public
void
Trigger(
string
eventName) {
CurrentState.Trigger(eventName);
}
public
void
Trigger(
string
eventName,
object
param1) {
CurrentState.Trigger(eventName, param1);
}
public
void
Trigger(
string
eventName,
object
param1,
object
param2) {
CurrentState.Trigger(eventName, param1, param2);
}
public
void
Trigger(
string
eventName,
object
param1,
object
param2,
object
param3) {
CurrentState.Trigger(eventName, param1, param2, param3);
}
}
</font></font></font>
|
上面整个FSMStateMachine类就封装完了,要知后事如何?且看系列三的讲解。
Unity3D架构系列之- FSM有限状态机设计三
在设计二中,我们实现了有限状态机管理类,接下来,我们实现FSState这个类,这里类主要是状态的基本操作以及事件触发。在这里我们定义了在FiniteStateMachine类里声明的三个委托。在FSState里面使用的代码如下:
protected FiniteStateMachine.EnterState mEnterDelegate;
protected FiniteStateMachine.PushState mPushDelegate;
protected FiniteStateMachine.PopState mPopDelegate;
这个FSState是独立的一个类,不继承Mono,我们定义了一个构造函数,将我们的委托进行了初始化:
public FSState(IState obj, FiniteStateMachine owner, string name, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po) {
mStateObject = obj;
mStateName = name;
mOwner = owner;
mEnterDelegate = e;
mPushDelegate = pu;
mPopDelegate = po;
mTranslationEvents = new Dictionary<string, FSEvent>();
}
我们声明了FSEvent事件处理函数用于将事件的名字和事件加入的Dictionary里面
public FSEvent On(string eventName) {
FSEvent newEvent = new FSEvent(eventName, null, this, mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
mTranslationEvents.Add(eventName, newEvent);
return newEvent;
}
加入到列表后,我们需要从表里面取出去执行,这就需要Trigger触发函数:
public void Trigger(string name) {
mTranslationEvents[name].Execute(null, null, null);
}
public void Trigger(string eventName, object param1) {
mTranslationEvents[eventName].Execute(param1, null, null);
}
public void Trigger(string eventName, object param1, object param2) {
mTranslationEvents[eventName].Execute(param1, param2, null);
}
public void Trigger(string eventName, object param1, object param2, object param3) {
mTranslationEvents[eventName].Execute(param1, param2, param3);
}
以上也是FSState类的核心代码,闲话少说,FSState类的整个代码,如下:
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[/color][/size][/font]
[font=微软雅黑][size=3][color=#000000]
[/color][/size][/font]
[font=微软雅黑][size=3][color=#000000]
using
System;
using
System.Collections;
using
System.Collections.Generic;
public
class
FSState {
protected
FiniteStateMachine.EnterState mEnterDelegate;
protected
FiniteStateMachine.PushState mPushDelegate;
protected
FiniteStateMachine.PopState mPopDelegate;
protected
IState mStateObject;
protected
string
mStateName;
protected
FiniteStateMachine mOwner;
protected
Dictionary<
string
, FSEvent> mTranslationEvents;
public
FSState(IState obj, FiniteStateMachine owner,
string
name, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po) {
mStateObject = obj;
mStateName = name;
mOwner = owner;
mEnterDelegate = e;
mPushDelegate = pu;
mPopDelegate = po;
mTranslationEvents =
new
Dictionary<
string
, FSEvent>();
}
public
IState StateObject {
get
{
return
mStateObject;
}
}
public
string
StateName {
get
{
return
mStateName;
}
}
public
FSEvent On(
string
eventName) {
FSEvent newEvent =
new
FSEvent(eventName,
null
,
this
, mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
mTranslationEvents.Add(eventName, newEvent);
return
newEvent;
}
public
void
Trigger(
string
name) {
mTranslationEvents[name].Execute(
null
,
null
,
null
);
}
public
void
Trigger(
string
eventName,
object
param1) {
mTranslationEvents[eventName].Execute(param1,
null
,
null
);
}
public
void
Trigger(
string
eventName,
object
param1,
object
param2) {
mTranslationEvents[eventName].Execute(param1, param2,
null
);
}
public
void
Trigger(
string
eventName,
object
param1,
object
param2,
object
param3) {
mTranslationEvents[eventName].Execute(param1, param2, param3);
}
public
FSState On<T>(
string
eventName, Func<T,
bool
> action) {
FSEvent newEvent =
new
FSEvent(eventName,
null
,
this
, mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
newEvent.mAction =
delegate
(
object
o1,
object
o2,
object
o3) {
T param1;
try
{ param1 = (T)o1; }
catch
{ param1 =
default
(T); }
action(param1);
return
true
;
};
mTranslationEvents.Add(eventName, newEvent);
return
this
;
}
public
FSState On<T>(
string
eventName, Action<T> action) {
FSEvent newEvent =
new
FSEvent(eventName,
null
,
this
, mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
newEvent.mAction =
delegate
(
object
o1,
object
o2,
object
o3) {
T param1;
try
{ param1 = (T)o1; }
catch
{ param1 =
default
(T); }
action(param1);
return
true
;
};
mTranslationEvents.Add(eventName, newEvent);
return
this
;
}
public
FSState On<T1, T2>(
string
eventName, Func<T1, T2,
bool
> action) {
FSEvent newEvent =
new
FSEvent(eventName,
null
,
this
, mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
newEvent.mAction =
delegate
(
object
o1,
object
o2,
object
o3) {
T1 param1;
T2 param2;
try
{ param1 = (T1)o1; }
catch
{ param1 =
default
(T1); }
try
{ param2 = (T2)o2; }
catch
{ param2 =
default
(T2); }
action(param1, param2);
return
true
;
};
mTranslationEvents.Add(eventName, newEvent);
return
this
;
}
public
FSState On<T1, T2>(
string
eventName, Action<T1, T2> action) {
FSEvent newEvent =
new
FSEvent(eventName,
null
,
this
, mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
newEvent.mAction =
delegate
(
object
o1,
object
o2,
object
o3) {
T1 param1;
T2 param2;
try
{ param1 = (T1)o1; }
catch
{ param1 =
default
(T1); }
try
{ param2 = (T2)o2; }
catch
{ param2 =
default
(T2); }
action(param1, param2);
return
true
;
};
mTranslationEvents.Add(eventName, newEvent);
return
this
;
}
public
FSState On<T1, T2, T3>(
string
eventName, Func<T1, T2, T3,
bool
> action) {
FSEvent newEvent =
new
FSEvent(eventName,
null
,
this
, mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
newEvent.mAction =
delegate
(
object
o1,
object
o2,
object
o3) {
T1 param1;
T2 param2;
T3 param3;
try
{ param1 = (T1)o1; }
catch
{ param1 =
default
(T1); }
try
{ param2 = (T2)o2; }
catch
{ param2 =
default
(T2); }
try
{ param3 = (T3)o3; }
catch
{ param3 =
default
(T3); }
action(param1, param2, param3);
return
true
;
};
mTranslationEvents.Add(eventName, newEvent);
return
this
;
}
public
FSState On<T1, T2, T3>(
string
eventName, Action<T1, T2, T3> action) {
FSEvent newEvent =
new
FSEvent(eventName,
null
,
this
, mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
newEvent.mAction =
delegate
(
object
o1,
object
o2,
object
o3) {
T1 param1;
T2 param2;
T3 param3;
try
{ param1 = (T1)o1; }
catch
{ param1 =
default
(T1); }
try
{ param2 = (T2)o2; }
catch
{ param2 =
default
(T2); }
try
{ param3 = (T3)o3; }
catch
{ param3 =
default
(T3); }
action(param1, param2, param3);
return
true
;
};
mTranslationEvents.Add(eventName, newEvent);
return
this
;
}
}
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接下来,我会在设计四中给大家介绍FSEvent类的实现,敬请期待。